Our in-house engine called Battalist Engine has been designed to render huge scenes and thousands of animated 3D characters with great detail. It's currently in final stages of development. The Battalist Engine is a potent tool for the visualization of epic-scale battles, where dozens of thousands of creatures can participate. The built-in script engine allows to introduce nontrivial plot elements to combat scenes.
The graphics engine is based on DirectX 9 and utilizes all up-to-date hardware features and modern 3D accelerators. It is optimized for rendering of large (up to 4 sq. km) maps with significant scene complexity. A special system of automatic sprite pre-rendering and caching makes it possible to render a realistic image without raising hardware requirements. The engine employs hardware-accelerated occlusion culling and visibility determination. Multi-texturing (detail mapping, texture blending) with fallback to multi-pass rendering is also supported. The Batallist Engine is capable of visualizing of more than 20,000 animated characters, both low-poly and high-poly (up to 10,000 polys) models are supported.
The Batallist Engine supports both Fixed Function Pipeline and HLSL shader-based rendering which means realistic water surfaces, height fog and detail objects (grass, stones etc ). Dynamic character shadowing and dynamic light-maps is also supported. A hardware-accelerated skeletal animation system with the possibility of automatic blending is implemented.
The built-in AI is a multilevel system capable of imitating behavioral models of a human player as well as modeling behavioral stereotypes of known military leaders. Its implementation is based on organic synthesis of modified fuzzy logic systems, a wide range of optimization methods and criterion functions, based on the foundation of centuries of military history.